I'm really looking forward to this. I did a quick test of Spriter and it's a great program. One question though, is it planned to do keyframes per object like other animation programs? It makes it difficult to animate if setting a key on the hand creates a keyframe on every other object.

I saved your .cap file to a folder in which I could see your .scml file, and I saw than the Example.scml I used was an old one, a2 version. So I used my own .scml file, which I builded with the last version os Spriter, a4.1. But the error message appeared again, I think could be the bones I used so I delete them, but nothing has success.

Here you can see my both .scml files, 001 with bones and 002 without bones.

I did miss a few things in my description of what to do, so this is the most likely problem. First, every object needs to have a name in Spriter, (double click a sprite or bone in persistent object palette, or bone hierarchy view to rename) the next release of Spriter will give default names even if you don't name them, but in the meantime that's the most likely problem. Also this early version c2 plugin doesn't yet work with bones, or nonpersistent(untweened) objects.

However, I have to recommend you not to bother with this version at this point. Just got another email from Ashley, and he's made quick progress, and the automatic version of the plugin should be coming soon. Also, I'll most likely add bones before then as well.

they're just regular images. You animate by moving around the images, and scaling and rotating them, removing them, or swapping them out. Then when it's imported to C2, the plugin will recreate that same animation in realtime.